Felldude
Content Creator
- Joined
- May 3, 2014
Dead Island Pack - Includes the following
(Original Files included in game)
View attachment Dead Island Pack.zip
(Low Resolution)
View attachment Dead Island Pack.zip
(High Resolution)
View attachment Dead Island Pack.zip
Requires TexMod which can be found here: https://code.google.com/p/texmod/downloads/list
(Haven't tried it with Umod it might work.)
Then it is as easy as starting TexMod and running with the TPF
Alpha transparency doesn't appear to be possible so the texture has to be mapped to the bikini.
Note: While both mods can be downloaded only one should be run at a time.
Some Bikini textures will be white. This appears to be because the game uses a base color and then the texture file as a difference file for those models.
View attachment Riptide Beta.zip
Beta Riptide uses the same textures as Dead Island but it appears they are only used on the zombies and due to the base color of the zombies the mod doesn't show very well.
(Original Files included in game)
View attachment Dead Island Pack.zip
(Low Resolution)
View attachment Dead Island Pack.zip
(High Resolution)
View attachment Dead Island Pack.zip
Requires TexMod which can be found here: https://code.google.com/p/texmod/downloads/list
(Haven't tried it with Umod it might work.)
Then it is as easy as starting TexMod and running with the TPF
Alpha transparency doesn't appear to be possible so the texture has to be mapped to the bikini.
Note: While both mods can be downloaded only one should be run at a time.
Some Bikini textures will be white. This appears to be because the game uses a base color and then the texture file as a difference file for those models.
View attachment Riptide Beta.zip
Beta Riptide uses the same textures as Dead Island but it appears they are only used on the zombies and due to the base color of the zombies the mod doesn't show very well.
I made one for Harlow but it looks off.
View attachment 20963
Part of this is the fact that it uses a generic cloth bump map that is applied to multiple textures.
Removing the cloth map would remove the effect from allot of other areas.
Also the game renders the areas designated as cloth differently from the areas designated as skin.
View attachment 20963
Part of this is the fact that it uses a generic cloth bump map that is applied to multiple textures.
Removing the cloth map would remove the effect from allot of other areas.
Also the game renders the areas designated as cloth differently from the areas designated as skin.
First locate the graphics.scr file located under:
"User Name"\Documents\DeadIsland\Out\Settings
It can be renamed to .txt and modifed. It should look something like the following:
!Resolution(i,i)
!WindowOffset(i,i)
!Monitor(i) // -1 primary monitor
!BPP(i)
!FSAA(i) // Full Screen AntiAliasing, 0 - none, higher is better
!TexBPP(i)
!TextureQuality(s) // VeryLow, Low, High
!Filtering(s) // Bilinear, Trilinear, Anisotropic, AnisotropicTrilinear
!GammaFloat(f)
!MaxRefresh(i)
!Shadows(s) // Low, High
!ShadowMapSize(i)
!SpotShadowMapSize(i)
!Lightmaps()
!Fullscreen()
!VSync() // enable vertical sync
!MaterialQuality(i) // lower is better
!WaterQuality(i) // lower is better
!GrassQuality(i) // lower is better
!FXQuality(i) // higher is better
!FXFadeLevel(i) // 0-4 (lower is better)
!EnvQuality(s) // FullDynamic, RareDynamic, Static
!ShaderPath(i) // 0 - 1.1, 1 - 1.4, 2 - 2.0, 3 - 3.0, 4 - x360, 5 - 4.0, 6 - ps3
!PostProcess(s) // Simple, Normal
!DisplayDeviceType(i,f,f,f,f) //device type (LCD TV etc.): 0 - default
!Curves(s) // curves texure
Resolution(1920,1080)
Monitor(0)
BPP(24)
FSAA(0)
TexBPP(32)
TextureQuality("Low")
Filtering("AnisotropicTrilinear")
Fullscreen()
Shadows("Low")
ShadowMapSize(512)
SpotShadowMapSize(1024)
Lightmaps()
GammaFloat(1.23)
MaxRefresh(60)
MaterialQuality(0)
FXQuality(2)
FXFadeLevel(2)
WaterQuality(0)
GrassQuality(0)
EnvQuality("RareDynamic")
ShaderPath(3)
DisplayDeviceType(0,0.000000,1.000000,1.000000,1.000000)
"User Name"\Documents\DeadIsland\Out\Settings
It can be renamed to .txt and modifed. It should look something like the following:
!Resolution(i,i)
!WindowOffset(i,i)
!Monitor(i) // -1 primary monitor
!BPP(i)
!FSAA(i) // Full Screen AntiAliasing, 0 - none, higher is better
!TexBPP(i)
!TextureQuality(s) // VeryLow, Low, High
!Filtering(s) // Bilinear, Trilinear, Anisotropic, AnisotropicTrilinear
!GammaFloat(f)
!MaxRefresh(i)
!Shadows(s) // Low, High
!ShadowMapSize(i)
!SpotShadowMapSize(i)
!Lightmaps()
!Fullscreen()
!VSync() // enable vertical sync
!MaterialQuality(i) // lower is better
!WaterQuality(i) // lower is better
!GrassQuality(i) // lower is better
!FXQuality(i) // higher is better
!FXFadeLevel(i) // 0-4 (lower is better)
!EnvQuality(s) // FullDynamic, RareDynamic, Static
!ShaderPath(i) // 0 - 1.1, 1 - 1.4, 2 - 2.0, 3 - 3.0, 4 - x360, 5 - 4.0, 6 - ps3
!PostProcess(s) // Simple, Normal
!DisplayDeviceType(i,f,f,f,f) //device type (LCD TV etc.): 0 - default
!Curves(s) // curves texure
Resolution(1920,1080)
Monitor(0)
BPP(24)
FSAA(0)
TexBPP(32)
TextureQuality("Low")
Filtering("AnisotropicTrilinear")
Fullscreen()
Shadows("Low")
ShadowMapSize(512)
SpotShadowMapSize(1024)
Lightmaps()
GammaFloat(1.23)
MaxRefresh(60)
MaterialQuality(0)
FXQuality(2)
FXFadeLevel(2)
WaterQuality(0)
GrassQuality(0)
EnvQuality("RareDynamic")
ShaderPath(3)
DisplayDeviceType(0,0.000000,1.000000,1.000000,1.000000)
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